RimWorld

RimWorld

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[WH40K]Adeptus Mechanicus: Armoury
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Mod, 1.2, 1.3, 1.4, 1.5
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Opdateret:
99.749 MB
17. okt. 2018 kl. 12:55
20. maj kl. 15:54
104 ændringsbemærkninger ( vis )

Abonner for at downloade
[WH40K]Adeptus Mechanicus: Armoury

I 1 samling af Ogliss
Adeptus Mechanicus Collection Warhammer 40k
10 genstande
Beskrivelse
This mod adds weapons and apparel from the Warhammer 40k universe.

Now with native support for Combat Extended!

Imperial weapons and wargear are craftable at the Imperial Machining Table or the relevant Astra Table.
Xenos weaponry is craftable from the that races machining table which may be acquired from world quests and may be obtained in combat or from the Xenotech Rouge Trader

Special rules
Power Weapon:
weapons tagged with this ignore armour

Irradiated:
weapons tagged with this cause Radiation Poisoning

Jams: based on Darque's jamming code from CyberPunk
Weapon has a chance to jam firing, the better qaulity, and better condition, the less likely it is to jam

Gets Hot:
Weapons tagged with this have a chance to overheat, injuring the user, when fired.

Warp Rift:
The Eldar Wraithcannon is a unique weapon that has a chance to totally destroy its target and damage all surronding

Baleful Energies:
Necron technology is hazardous to living beings, however they do have a chance of ignoring all armour

Force Weapon:
Force weapons possess the ability to channel the users psychic talents into a potent melee attack, which is capable of incapacitating or killing the target instantly.(this only functions when weilded by a pawn with either Psychicly sensitivitive or Psychicly hypersensitivitive traits)

Pacifier:
Pacifier Weapons though various means, excel at subduing their opponents in a (Ususally) Non Lethal manner. Current types are either Psychic or Pain based

Rapid Fire:
Rapid fire weapons have an increased Rate of fire (shots per burst) when firing at targets are within half of their max range.

Melta:
Melta Weapons deal double damage and have double AP when hitting targets within half range

Plagued:
infect pawns injured by these weapons with disease.

Toxic:
Toxic weapons are usually coated with foul poisions, designed to impair and disrupt target functions.

Buckshot: based on XenoDans Proper Shotguns
Does not fire a single projectile, but a cluster of pellets or buckshot.

Combi Weapon:
Two weapons combined into a single housing, the secondary weapon can be fired via an added button.

Hotshot:
Hotshot firemode on Las weapons trades range for increased armour penetration and risks damaging the weapon.

Overcharged:
Some plasma weapoms allow for the shot to be overcharged, greatly increasing both its destructive capabilities and its chance to overheat.

Wargear
Grenade Belts: These give the wearer the ability to throw a grenade of the respective type
Grenade types:
Frag - Similar to vanillia, but with slightly reduced damage and a lager radius
Krak - Similar to vanillia, but with slightly reduced radius and increased damage
Melta/Tankbusta - Single cell radius, high base damage, with increased damage against buildings
Photon - very little damage, but stun and blind anyone within a large area
EMP/Haywire - very little damage to living tissue but plays havoc with electronic systems, they can stun living things occasionally.

Shield: Generates a shield similar to the vanillia shieldbelt, however it also protects agasint melee attacks, and allows ranged weapons to be used.

CQB Shield: Generates a shield similar to the vanillia shieldbelt, however it Only protects agasint melee attacks, and allows ranged weapons to be used.

Contains
Imperial
Weaponrs: 32 guns 10 melee

Apparel:
Cadian Flak Chestplate
Cadian Flak Greaves
Cadian Flak Helmet

By K.Strudel KStrudel
IG Fatigues
IG Flak Armour
IG Flak Helmet
IG Flak Helmet(Goggled): Eye Protection
IG Gas Mask: Gas Protection
IG Officer Cap
IG Field Cap
Commissar Jacket
Commissar Cap
Valhallan Pilotka
Valhallan Ushanka

Grenade Belts - Frag, Krak, Melta

Rosarius: Shield
High capacity low recharge rate

Iron Halo: Shield
Low capacity high recharge rate

Storm Shield: CQB Shield
High capacity low recharge rate

Combat Shield: CQB Shield
Low capacity high recharge rate

Purity Seal:
slight Psyhic and mental break resistance

Servo Skulls:
Hospitaller, Inquisitorial, Mechanicus

Mechanicus
Weapons: 15 guns 5 melee

Apparel:
Tech-Priest Robes
Tech-Priest Hood
Skitarii Armour
Skitarii Helmet

Tau
Weapons: 7 guns 1 melee
Grenade Belts - Photon, EMP

Eldar
Weapons: 14 guns 13 melee
Grenade Belts - Plasma, Haywire, Melta

Ork
Weapons: 7 guns 5 melee
Stikkbomb Belts - Frag, Krak, Tankbusta

Chaos
Weapons: 12 guns 4 melee

Dark Eldar
Weapons: 13 guns 8 melee

Incidents
Unknown Crashed Ship Part:
This functions similarly to poison/psychic ship parts, but allows other hostile factions to use the mechanic.

Full Weapon List[docs.google.com]

Github[github.com]

Astra Militarum Intergration:
Imperial weapons and wargear are craftable at Imperial Fabricators, with relevent researches and utilize Imperial Resources.

if both this mod and Astra add a weapon, only this mods version is available ingame.
Special Rules added to Astra weaponry.
Boltgun (T2) (Rapid Fire).
Boltgun (T3) (Rapid Fire).
Plasmagun (T3) (Rapid Fire, Gets Hot).

NPC Factions - Adeptus Mechanicus, Imperial Guard, Necrons, Eldar, Dark Eldar, Chaos Deamons, Tau, Orkz, Tyranids
Addons: Adeptus Mechanicus: Magos Xenobiologis

If HAR is loaded Imperial technology is restricted to Humans and Mechanicus pawns

Playable Races: These will overwrite the NPC versions of the factions added by Magos Xenobiologis
Playable Orkz
Playable Tau, Kroot & Vespid
Playable Eldar

Load Order
This Mod
Optional

Humanoid Alien Races
JecsTools (RW1.0)
Combat Extended
Astra Militarum Core
Astra Official Addons
Corruption Core
Corruption Official Addons
Armoury
Xenos Biologis
Playable Orkz,Eldar,Tau in any order

you have my full permission to rebalance/patch/translate this mod, just please link back to the original :)
This does Not include reuploading it or any of its contents here, on other websites without my express permission.

Corruption
Core
Psykers
Worship

Other 40k Mods
Legiones Astartes
RimDark 40k
Geneseed

Problems? Questions? Comments? Got something youd like to see added to the mod?, Join us on Discord
[discord.gg]

Like the mods? want to help me meet my Imperial Tithe?
[ko-fi.com]
[www.patreon.com]
Populære diskussioner Vis alle (8)
755
For 15 timer siden
FASTGJORT: Bug Reports & Known Issues
Ogliss
91
23. juli 2023 kl. 6:07
FASTGJORT: Balancing & Feedback
Ogliss
40
1
17. maj 2023 kl. 22:48
FASTGJORT: Combat Extended Balancing & Feedback
Ogliss
2.852 kommentarer
Ogliss  [ophavsmand] Lige nu 
in this mods options menu
MoveAlongCitizen For 7 timer siden 
*Evil laugh* Oh, so many. So disabled mods could still have an effect then?
Ogliss  [ophavsmand] For 18 timer siden 
do you have anything disabled in the mods options?
MoveAlongCitizen For 22 timer siden 
Error while instantiating a mod of type AdeptusMechanicus.settings.AMAMod: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null.


Error in static constructor of AdeptusMechanicus.HarmonyInstance.AlienRacesMain: System.TypeInitializationException: The type initializer for 'AdeptusMechanicus.HarmonyInstance.AlienRacesMain' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 8C45C427]


These seem to be the only issues referencing the mod
MoveAlongCitizen For 22 timer siden 
Ooh, good question
Ogliss  [ophavsmand] For 22 timer siden 
@MoveAlongCitizen
anything in your log?
MoveAlongCitizen For 23 timer siden 
It seems like the game can't generate a new world with this mod on. Is that happening to anyone else?
prototipo1111 14. maj kl. 16:26 
Hello, any way to remove the radiation poisoning effect?
TenTech 4. maj kl. 16:51 
Normally, the answer is LESS mods... or did Space Engineers ruin me?
Yurier 4. maj kl. 15:44 
tks for the reply, i just work around it with more mod!